5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| Quarterstaff | +2 | 1d6+0 bludgeoning | 5 |
chill touch - range spell attack, 1d8 cold dmg + disadvantage against me
light
burning hands - 15 foot cone, dex save. 3d6 fire dmg
charm person
feather fall
mage armour - ac becomes 15
magic missile - 3 1d4+1
sleep
inflict wounds - 3d10 melee attack
special - invisibility - conc. 1 hr. end when attack
ice knife - range attack 1d10 piercing. Then dex save within 5 ft. 2d6 cold (no half dmg)
find familiar - 10 gp for raven
shadow blade - bonus action. Conc. 1 min2d8 psychic dmg, 20 ft range, melee or range attack. advantage if target is in dim light or darkness
scorching ray - three beamsall need a range attack. each beam does 2d6 fire dmg, can target multiple
people
wand of magic missilesThis wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6+1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
chill touch - range spell attack, [1d8] cold dmg + disadvantage against me
light
burning hands - 15 foot cone, dex save. [3d6] fire dmg
charm person
feather fall
mage armour - ac becomes 15
magic missile - 3 [1d4+1]
sleep
inflict wounds - [3d10] melee attack
special - invisibility - conc. 1 hr. end when attack
ice knife - range attack [1d10] piercing. Then dex save within 5 ft. [2d6] cold (no half dmg)
find familiar - 10 gp for raven
shadow blade - bonus action. Conc. 1 min
[2d8] psychic dmg, 20 ft range, melee or range attack. advantage if target is in dim light or darkness
scorching ray - three beams
all need a range attack. each beam does [2d6] fire dmg, can target multiple
people
wand of magic missiles
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains [1d6+1] expended Charges daily at dawn. If you expend the wand's last charge, roll a [d20]. On a 1, the wand crumbles into ashes and is destroyed.
Class
Spellbook: Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.
Ritual Casting: You can cast wizard spells as rituals.
Spellcasting Focus: Arcane Focus
Arcane Recovery: Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
[b]Spellbook:[/b] Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.
[b]Ritual Casting:[/b] You can cast wizard spells as rituals.
[b]Spellcasting Focus:[/b] Arcane Focus
[b]Arcane Recovery:[/b] Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Component Pouch
Explorer's Pack
Spellbook
Corella's magic ring (+1 ac, +1 saving throw)
raven familiar
wand of war mage +1 to attack rolls
Map
Cloak of protection (+1)
Languages: Common, Dwarven
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